| Data Realms Fan Forums http://45.55.195.193/  | 
|
| Activating grenade through lua? http://45.55.195.193/viewtopic.php?f=73&t=25747  | 
	Page 1 of 1 | 
| Author: | akblabla [ Fri Oct 07, 2011 6:35 am ] | 
| Post subject: | Activating grenade through lua? | 
the self:Activate() doesn't seem to work on grenades. I have a scenario where I have a grenade that isn't held by any actors which I want to activate as if thrown. Just gibing it won't be the solution as it needs to work on all grenade types. Help?  | 
	|
| Author: | Mehman [ Fri Oct 07, 2011 9:09 am ] | 
| Post subject: | Re: Activating grenade through lua? | 
That's wierd, I used Activate() several times on TDExplosives and it worked, you should check if the script is executed. Edit: The vanilla grenades aren't simple TDExplosives anymore in b26: they activate properly only when thrown, but you can either make your own grenade the old fashioned way(like they used to be in the older builds: a simple TDExplosive that actually explodes instead of being replaced by an exploding one when thrown) or get one from an older build, Activate() should then work properly.  | 
	|
| Author: | akblabla [ Fri Oct 07, 2011 5:48 pm ] | 
| Post subject: | Re: Activating grenade through lua? | 
Got it working using ToTDExplosive(self.grenade):Activate()  
		
		 | 
	|
| Page 1 of 1 | All times are UTC [ DST ] | 
| Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/  | 
|